YesNoOk
avatar

Helper hitdef attr detection? (Read 716 times)

Started by -SyN-, June 05, 2010, 05:13:12 pm
Share this topic:
Helper hitdef attr detection?
#1  June 05, 2010, 05:13:12 pm
  • ****
  • Accomplished many things you can't comprehend.
    • USA
    • http://clubsyn-x-treme.com
Is it possible for a character to detect its opponents attacking helpers hitdefattr at all? "not the opponents root character"
If so, kindly point me in the correct direction.
Thank you.
Re: Helper hitdef attr detection?
#2  June 06, 2010, 01:09:05 am
  • ******
  • Legendary XIII
  • I am the eye of the storm to come!
    • New Zealand
    • network.mugenguild.com/cyanide/
Only if the helper is helpertype = player

You can use enemynear(0) if that is the case i believe. Of course, this also makes your character autoturn towards the helper in question and forces camera follow.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Helper hitdef attr detection?
#3  June 06, 2010, 11:50:53 am
  • ****
  • Accomplished many things you can't comprehend.
    • USA
    • http://clubsyn-x-treme.com
Man I was going to respond to this but I fell asleep getting ready to post.
Had a very long day.

But I see now. I was hoping for what I asked to work for characters I fight using projectiles against me, but ill try an alternate approach.
Thanks for the understanding Cyanide.
Re: Helper hitdef attr detection?
#4  June 07, 2010, 01:27:54 am
  • ******
  • Complicated.cns
  • No, I've never played a Zelda game before, shut up
    • Argentina
meh, you will eventually be able to do that in mugen 1.0 anyway :D, once multiple redirection is allowed.
pls
Re: Helper hitdef attr detection?
#5  June 07, 2010, 03:55:51 am
  • ****
  • Accomplished many things you can't comprehend.
    • USA
    • http://clubsyn-x-treme.com
meh, you will eventually be able to do that in mugen 1.0 .........

Yeah hopefully.....
They have a ton of other RC bugs past and present that needs to be addressed so I am not that hyped about it nor never bother upgrading period.
Last Edit: June 07, 2010, 04:02:17 am by -SyN-
Re: Helper hitdef attr detection?
#6  June 28, 2010, 10:36:21 pm
  • ****
    • Hungary
    • seravy.x10.mx/Wordpress
Quote
Only if the helper is helpertype = player
Not even then. I was experimenting with player type helpers...they do count into P2 triggers (P2Stateno, etc), but not into enemy, or enemynear, triggers. Essentially if a player type helper is involved, P2Stateno, and enemynear,stateno can return different values resulting in bugs and unexpected behavior. This is why I ended up giving up on using them and rewrote both stuff that used them even though I had to change how they worked.

To answer your question...

No, you can't.
If multiple redirection is available, you still can't do it easily, as enemy,helper,hitdefattr only checks the first helper's one. If there are 15 of them out, that's near to useless. Forming a loop is necessary to check all of them, and even then it's impossible because helper redirection doesn't work like enemy redirection, you can't redirect to the nth helper only to the one with ID=N.
Also, projectiles are not helpers, so they get ignored, too.
Unless one of my suggestions regarding this gets implemented, it will remain impossible.
Like the oh so scarily named "nearestenemyattackingobjecthitdefattr" trigger, or the "Exists" logical function in a trigger form... Exists(enemy,helper,hitdefattr=NP) would be true if there is any enemy that has any helper with a hitdefattr of NP for example.